Perk Conception - Convergence of Skills and Classes

Post » Sat Jan 18, 2014 4:35 am

I'm planing to lift my overhaul mod to its second version. As part of it's ascension I'd like to present a concept of Perk rebalance/readjustment. There are three criterias this Perk "overhaul" has to fulfill...

  1. Not removing any of the vanilla perks inside the perk trees, no matter how "boring", "useless" or "overpowered" they are. Addition > Removal
  2. Make Perks appear as what they actually should be, an expression and reflection of your characters development, and an interpretation of Skills/Classes in replacement of missing content
  3. Modifie the Perk tree with highest impact possible, without destroying the Vanilla mechanics, and merging two relative Perks into one, to make room for new perks

So the initial idea looked something like this. Several criterias, like Perk picture, skills fitting together etc. have been put into consideration...

New Perk Name | Original Perk Name | Associated Skills | Associated Class Name

Spoiler
Fighter:

Forging | Smithing | Smithing + Enchanting | Smith

Armament | Heavy Armor | Heavy + Light Armor | Guardian

Close Combat | Two Handed | Two + One Handed | Warrior

Ranged Combat | Archery | Archeyr + Sneak | Ranger

Vitality | One Handed | Athletics + Acrobatics | Athlete

Shield | Block | Heavy + Light Shield | Defender

Thief:

Leadership | Light Armor | Followers + Charisma | Leader

Malevolence | Sneak | Assault + Assassination | Assassin

Thievery | Lockpicking | Lockpicking + Pickpocket | Rogue

Merchantry | Pickpocket | Trade + Commerce (Prices) | Trader

Sociologie | Speech | Dialogue + Friendship (social interaction) | Bard

Potioncraft | Alchemy | Potions + Potions | Potioner

Mage:

Mystery | Ilussion | Ilussion + Alteration | Ilussionist

Wizardry | Alteration | Magic Staffs and Spellswordry | Wizard

Priesthood | Restoration | Restoration + Fortificatino | Cleric

Shamanism | Destruction | Animal taming (interaction) + Shapeshifting | Druid

Paladism | Enchanting | Intervention + Galandry | Paladin

Sorcery | Conjuration | Conjuration + Destruction | Warlock

The problem with this concept, while awesome in theory, it practically isn't feasible without restructuring almost the complete game content related to player skills. This affects Perks, Spells, Weapons, Armors, Loot, Actor Values, Combat etc. etc. etc. So I have to come up with a different concept, which I will start to work on now. It appreciate any input you like to grant, specially related to wishes in how to expand existing Perk trees. There's a lot of potential and opportunities in the concept. But I need to find a way to circumvent the problem of game mechanics affecting the particular skills.

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Dale Johnson
 
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Joined: Fri Aug 10, 2007 5:24 am

Post » Sat Jan 18, 2014 8:44 am

My two cents:

Go ahead and remove boring or useless vanilla perks. They're boring and useless, why keep them?

Your proposed schema is impressive, and I would love to see a game with it in action. I agree, though, that it is not feasible. Instead, I suggest simply reworking each existing tree to make them all useful, and to make the required skill levels and the order in which you must pick the perks make sense.

There are perk overhauls out there that do this successfully with one or a few trees, but no one overhaul that does this for all the trees without also doing a bunch more.

My greatest desire is for a comprehensive fix for the existing trees, not a reinvent-the-wheel approach.

Cheers, and thanks for taking on the project! Them perk trees need help!

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Miragel Ginza
 
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Joined: Thu Dec 21, 2006 6:19 am


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